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Full Version: Rudra no Hihou / Treasure of the Rudras (SNES)
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Went ahead and started the castle structures (interior).

I think I'm so far with the project, that I can already determinate its end.

These are the maps I want to do before I stop:

- Garal Clock Tower
- Netherworld (Purified)
- Danan Temple
- Sodom Castle
- Eremias' Mansion 1
- Eremias' Mansion 2
- Cryunne Castle
- Sacred Gate (Side Areas)
- Tower of the Valiant / Danelf Coliseum
- Museum of Magic

10 last sheets. After that, I'll start the tileset animations and be done with Rudra.

Tower of the Valiant has apparently two palettes? Or maybe it's just a glitch created by the walk-through-walls moving plus map change?
I don't know, but this one here has more contrast in comparison to some maps on my older WIP (this sheet had both palettes, but I didn't notice it back then).

Eremias has two palettes too, one regular and another another one for being invaded.

All layers here are complete, except for Cryunne Castle. Next update is Danan Temple & Cryunne Castle complete. Also going for the brighter colour set first, the second set (Sodom Castle, Eremias' Manor 2, Museum of Magic) will be done after that.
Set complete, time to make them ready for the site.

Btw, I gave myself a time limit until the end of May.
Otherwise this project will go on for way too long, 2 months are more than enough.
Some maps are cut off and the one colour from the palette is erased, since I used the transparent selection instead of a tile viewer rip.
As far as I can see, it concerns stairs, chairs, open doors, elevators, thrones and these small bulky pillars.
edit: stair railings too.
edit2: nope stair railings are just like windows and some pillars, they devs forgot to putt some bg tiles against them and used the bg colour instead.
edit3: doublechecked it, the railings are concerned.
All five done. A different game would be nice, but I have to power through these now.
Only four sheets left (Eremias 2, Magic Museum, Sodom & Clock Tower).
Only Sodom Castle & Garal Clock Tower are left.

A quick list of which maps are missing from this game in general:

Towns
Karn (exterior & interior)
Oriab (exterior & interior, except Castagia's lab)
Avdol (exterior & interior)
Danelf & Vad (exterior)
Danelf (interior)
Vad (interior)
Ompross (exterior & interior)
Babel (interior & exterior)
Gomorrah City (exterior)

Mechanical Structures
Garal Clock Tower
Crater Area (Exterior)
Crater Area (Meifa Statue, Exterior)
Crater Area (Control Room)
Gomorrah City (interior)

Castle Structures
Sodom Castle (interior)
Sacred Gate (ground floor)

Ruin Structures
Tuhla Ruins (interior)

Gold Dungeons
Gate of Urd
Shumisen

Caves

Garal Tunnel (also variant with FAXI)
Hidden Village Passage (cave)
Lugh Shrine
Horn Cave
Thor Volcano (interior)
Mantra Peak (interior)
Sigmund Glacier (interior)
Delphi Mountain (interior)
Horn Cave
Deep Sea Trench
Deep Sea Shrine
Cave to Gafu
Netherworld Caves with red water (Riza's scenario where they meet Marina, not sure about the name for these)

Organical Structures
Gafu
Heg Intestines
Netherworld

World Maps
World Map (Underwater)
World Map (several versions before day 8)

Misc.
Verdandi Palace
Saccara Desert
Danan Ark (interior)
Danan Ark (deck)
Danan Ark (overworld)
Danan Ark (Gate of Urd / Skuld & Verdandi Palace)
Danan Ark (Lyra & Underwater Palace / Pyramid)
FAXI (Sky Islands)
FAXI (interior)

Only the regular exterior palette counts here, unlike twilight, night & the changed palette for zombified Avdol.
A big one.
The last one.

Too bad that I have to limit myself, otherwise I would've continued with the gold dungeons.
Nice work! That's another game down!
Submitted the last map, this part of the game is done for me.

Very last task is how to approach the animations.
I know how it works with ZSNES, but since this emulator's colours for the tiles are not really reliable (differs from game to game), I need to figure it out with bsnes-rawpalettes' internal frame advance (or ScreenGet).

Edit: It turns out, everything can be seen in vSNES' MemViewer (ROM) / bsnes-rawpalette's tile map viewer
Edit: Okay, only some of them.
Having some problems with the water animations, since they kinda lag and are also torn in vSNES.

Therefore I decided to do at least one of the gold dungeons:
Bg colour eats tile colour, of course. Good thing it's a small one.
Gate of Urd is done. Now I'm doing tileset animations for real, the ones for Garal Clock Tower have already been submitted.

I will avoid water animations for now, they're currently too difficult to rip.
Tileset Animations for Gate of Urd & Undersea Pyramid are done.

My controls for taking animation screencaps:
F1: Screenshot (saved in same directory as the game)
F2: Pause / Unpause
F3: Frame Advance

Looks easy, but it's actually tricky:
- F2 pauses the game, but doesn't let you make screenshots
- F3 pauses the game too, pressing it again advances one frame each time. To get out of this mode, press F2.
- However: With F3 active, pressing F1 only saves a pic when you press F2 or F3 again.
- For example: You see frame 1 on your screen and press F1 for screenshotting it. Then you press F3 again, so the screenshot gets actually saved. But when you do this and at the same time advance to frame 2, then this one gets saved instead of frame 1.
- This can screw you big time, especially if you have a lot of similar frames within a fast animation. In doubt, doublecheck or get animations with AnimGet / ScreenGet.

I only noticed it when I tried the 24 frame animation for Gate of Skuld, which left me with 22 frames. Animation frame order didn't line up with what I captured so far, so I doublechecked and tested a bit around. I thought it was reliable like ZSNES, but nope, it's not.
Definitely not useful for fast stuff like water animations, but slower ones are okay (I think).
More animations (WIP)

[Image: 9FgJ5c0.png]
Loop or play once (doors), the elevator animation just goes back and forth.
Edit: row 2 reverses.
More stuff.
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